| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +21 |
| DEX | 10 | +0 | +0 |
| CON | 18 | +4 | +17 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Intertial Mass: The Vanguard cannot be moved against its will by any affect less than a Teleport spell or a 5th level or higher forced movement spell.
Magic Resistence: The Vangaurd has advantage on saving throws against spells and other magical effects.
Siege Monster: The Vanguard deals double damage to objects and structures.
Multiattack: The Sentinel makes two Greatmaul of Oak Haven attacks.
Greatmaul of Oak have: Melee Weapon Attack: +10 to hit, reach 10ft, one target. Hit: 3d12+6 bludgeoning damage plus 2d8 force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Ground Rupture (Recharge 5-6): The Vanguard slams its maul into the earth. Each creature on the ground within 20ft must make a DC 28 Dexterity saving throw. On a failure, a creature takes 6d10 bludgeoning damage and is Stunned until the end of its next turn. On a success, the creature takes half damage and isn't stunned.
Obsidian Shield: When a creature within 5 ft of the Vanguard is hit by an attack, the Vanguard can impose itself, taking the damage instead,
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Since the scouts are the Eyes, the Vanguard are the hammers. These heavy hitters are the Gilded Kings elite shock troops-towering, gold-plated juggernauts forged from the souls of Oakhaven's fallen honor guard.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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